feat: multiple lights kinda shadow support (shader is missing)
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@ -59,12 +59,17 @@ void Renderer::ApplyLights(entt::registry& registry, Shader &shader) {
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shader.setInt("lightsCount", static_cast<int>(lights.size()));
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size_t lightIndex = 0;
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for (auto entity : lights) {
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auto &comp = registry.get<light>(entity);
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auto &l = registry.get<light>(entity);
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auto &transf = registry.get<transform>(entity);
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shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
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shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
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shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", comp.color);
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shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", comp.intensity);
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shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", l.color);
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shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", l.intensity);
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shader.setMat4("lights[" + std::to_string(lightIndex) + "].lightSpace", l.lightSpace);
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shader.setInt("lights[" + std::to_string(lightIndex) + "].shadowMap", 10 + lightIndex);
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glActiveTexture(GL_TEXTURE10 + lightIndex);
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glBindTexture(GL_TEXTURE_2D, l.shadowMap);
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++lightIndex;
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}
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@ -115,81 +120,78 @@ void Renderer::GenerateShadowMaps(entt::registry& registry) {
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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m_depthShader.use();
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ApplyLights(registry, m_depthShader);
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UpdateView(registry, m_depthShader);
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glGenFramebuffers(1, &m_depth_fbo);
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glGenTextures(1, &m_depthMap);
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glBindTexture(GL_TEXTURE_2D, m_depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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auto lights = registry.view<light>();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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for (auto [lEntt, l] : lights.each()) {
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// TODO: support other light types when ready
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if (l.type != light::LightType::DIRECTIONAL) return;
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float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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glGenFramebuffers(1, &l.fbo);
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glGenTextures(1, &l.shadowMap);
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glBindTexture(GL_TEXTURE_2D, l.shadowMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, l.shadowMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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void Renderer::Render(entt::registry& registry) {
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto shadowLight = registry.view<light, transform>().back();
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auto &comp = registry.get<transform>(shadowLight);
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float near_plane = 0.1f, far_plane = 50.0f;
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glm::vec3 lightPos = comp.position;
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glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
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glm::mat4 lightView = glm::lookAt(lightPos, target, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
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glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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m_depthShader.use();
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m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
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// glEnable(GL_CULL_FACE);
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// glCullFace(GL_FRONT); // only for the depth pass
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// glEnable(GL_POLYGON_OFFSET_FILL);
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// glPolygonOffset(2.0f, 4.0f);
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auto lights = registry.view<light, transform>();
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glCullFace(GL_FRONT);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
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glClear(GL_DEPTH_BUFFER_BIT);
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RenderScene(registry, m_depthShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glCullFace(GL_BACK);
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for (auto [lEntt, l, t] : lights.each()) {
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// TODO: support other light types when ready
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if (l.type != light::LightType::DIRECTIONAL) return;
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// glEnable(GL_CULL_FACE);
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// glCullFace(GL_BACK); // only for the depth pass
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// glDisable(GL_POLYGON_OFFSET_FILL);
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// glPolygonOffset(0.f, 1.f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float near_plane = 0.1f, far_plane = 50.0f;
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glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
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glm::mat4 lightView = glm::lookAt(t.position, target, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
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glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
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l.lightSpace = lightSpaceMatrix;
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glCullFace(GL_FRONT);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
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glClear(GL_DEPTH_BUFFER_BIT);
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RenderScene(registry, m_depthShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glCullFace(GL_BACK);
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}
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// actual rendering
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glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
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glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_shader.use();
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m_shader.setInt("shadowMap", 31);
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ApplyLights(registry, m_shader);
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UpdateView(registry, m_shader);
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m_shader.setMat4("u_lightSpace", lightSpaceMatrix);
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glActiveTexture(GL_TEXTURE31);
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glBindTexture(GL_TEXTURE_2D, m_depthMap);
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RenderScene(registry, m_shader);
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}
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